Tensions are high in our community, and I want to give you some more insight on how it looks and operates from our end.

I made a similar post to this last year talking about our role in the community, relationship with Supercell, and my personal opinion on some of the hot topics of the time. You can find that here. This post is a reflection of that post, but updated with current issues.

First, our relationship with Supercell:

Supercell does not pay us, bribe us, incentivize us, or have any say whatsoever in how we run both the subreddit and the Discord server. Doing so would be a conflict of interest. I can't prove it, but perhaps my personal opinions on some topics will help.
One thing we do have is a direct line with the community managers (Drew and Tim) for scheduling events, getting communications, and highlighting Reddit topics. It was this channel where this post got shared, promoting their team to take action.

Second, our relationship with you, the Clash Royale community:

You do not pay us, bribe us, or incentivize us, but we do want you to have a voice in how we run this community. We are an all-volunteer force of regular ole people, so not everything is perfect all the time. Many of us do have extensive moderating experience (Does anyone remember Team Fortress 2? I ran eight servers and a gaming community with almost 100k members in 2007. I miss that game; I stopped playing after it turned into Hat Simulator 2), but we are still learning. Every day is something new! Like you, something we all have in common is our passion for Clash Royale. Our goal is to make sure that everyone has a fair opportunity to be heard and to make sure they are honest to themselves and the community. We do this by having community rules that everyone has agreed to follow by posting here. We want everyone to think about what they are going to say so it can be meaningful and productive. Before posting, ask yourself these questions:

What's my motive in posting this?

Is this rooted in truth?

Is this post helpful?

Am I looking for a fight?

Could this hurt others? Hurt me?

How will I feel about this post in a day, week, year?

Would I say this to someone IRL?

Everyone is guilty of posting something that doesn't follow these ideas. I am guilty of this. Nobody is perfect, but the key is always improving and trying to be better humans.

Does making helpful posts and comments mean every post needs to be a positive, happy, "Oh, Supercell, you are so great!" rotational yanking? Hell no. It does mean that we want your criticisms backed up with rational thought. If you're going to see change, this is the most important thing you can do. The CMs have said they do not respond to things like "$¢ is greedy, and they hate you" type posts because there are no discussion points and there is no rationing with rage. We frequently remove these types of comments; not because we don't want your opinions, but because we want your ideas to be heard and not ignored.

If you do find something of yours removed, you are always welcome to contact us for a more detailed explanation of why and we can discuss the next steps. However, we ask that you act the same as you would when talking to someone right in front of you. We are people too, and having a tantrum is never going to get you your way, yet people will still try. Some excerpts from modmails in the last two days:

Nobody wins in these scenarios; our community is a better place without this level of toxicity.

Lastly, my concerns and thoughts about the update and current state of affairs:

Supercell's communication with the community is poor. It has improved by having three people talking to the community here, but it has a long way to go. I agree with the CMs; Why comment on a rage fest? However, interjecting on big topics is vital, and they could preempt many issues with information that is already out there.

Global tournaments: Awesome! But wait, now the level cap is 11? Why don't they make the level cap 13 and call it the ladder, the world's biggest tournament? An accurate measure of skill would be a global tournament at tournament standards. Why else do tournament rules exist?

Trading: Two tokens is better (it's a trade, not a sale). Both players are investing something, so both players should be leaving with something they want. BUT, two tokens should have happened when trading started; using a single token built a different mindset around trading that does not apply to the two-token system. That mindset shift is why I think so many people are angry. Also, the yet-another-thing in the chat tab is cluttered and ugly. Trading gets discussed in chat, but the trades should happen somewhere else. SC has said they are considering alternates, such as a trading tab, so hopefully, they address this soon. This whole thing was a colossal f-up, I hope it gets figured out.
u/BraxbroWasTaken had a fantastic idea about a type of clan shop where players could "sell" cards. I hope this idea gets explored.

Star points and golden skins: Cool, I have something to work toward as a max player. I am fine with the high cost, it made me more selective with my upgrades, and it will take a long time to upgrade everything. I also get to see what cards other players hold dear; it's fun seeing so many different types of gilded cards.

I could continue the update review, but it's not the point of this post. The idea is that just because I am a moderator here, it doesn't mean I agree or am forced to agree with everything Supercell says or does, nor do I expect it from you.

I hope by reading this everyone understands that we want the same things you do. Our role is to help your voices shine in a realistic, constructive manner. As usual, feel free to leave your suggestions and concerns here or contact us through ModMail.

All data is based on GC and Top 200 Ladder games. Statistics are provided by RoyaleAPI and StatsRoyale.

Statistics based on 1,134,947 games played during December.

\Heal and Elite Barbarians will not be mentioned in this list due to said cards needing a complete rework**

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Goblin Giant:

-Usage: 0%

-Win-rate: 43%

The Goblin Giant has seen a very harsh introduction into Clash Royale, and while the main concept of the card is not the issue at hand, The Giant is a much more favourable card, providing more damage and Hit-Points and a reduced Elixir cost.

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While the previous Giant nerf was supposed to act as an indirect buff to the Goblin Giant. It helped spark slight competitive play in CRL (GG Sparky Deck). Though it's rise was only momentary as it now has fallen back to the least used card in the game. (Not counting Heal as it has it's own set of problems.)

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Suggestion: Hit-Points +6%

While this isn't a massive overhaul, it will help the Goblin Giant survive one extra hit before his demise.

My reasoning for this is because the card does share a healthy win-rate, so its better to take baby steps. TheRumHam has also stated that the Balance Changes can't include at the same card every month as the Meta is constantly shifting, and it's tedious.

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Giant Snowball:

-Usage: 3%

-Win-rate: 59%

This card definitely had a rough start when it was initially introduced, but after 4 buffs I would say that it's balanced, but I won't. Why? Zap, The Log, and Barbarian Barrel are why. There is very little competition for this card while the better alternatives are prevalent, which won't change.

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The recent buff definitely increased it's usage by a fair amount, but it just can't compete with Zap. So instead of looking at Damage, or Radius, I think the best way to takes things right now is to look at the Slow effect. Hopefully we see a change like this in the near future.

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Suggestion: Slow Speed from 2.5 sec -> 3.0 sec

On paper this seems like a significant buff, but it's the best way to go at this point in time without making this card completely over-powered.

This Subreddit was taken by storm when this card was nerfed, and while I do agree that the nerf was overkill, I can also see why it took 2 months to buff the card. (The same card won't be seen in 2 consecutive balance changes) While this card was underwhelming upon it's release, it was quickly realised how powerful this card can be when in the hands of a good player. This card was definitely a little too strong, but we all know fireball bait was the main reason for that.

We all know by now that every-time an initial hit-speed delay is added to a card, said card is never to be seen again...

Hopefully the Balance Team can resort to alternate options. This "rework" will make the card less overwhelming to deal with.

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Dark Prince:

-Usage: 2%

-Win-rate: 44%

After 9 balances to this card, no wonder the Balance Team have abandoned it. It's not that they've forgotten but maybe they just want to step aside from this card for a bit, even though it's been a long time since it was last touched. While it's not in bad a spot as the other cards on this list, it's really only seen on lower ladder, so hopefully a buff will help get it's fair share of the action.

"This damage buff will allow it to function better as a threat card, and will also let it kill Barbarians and Lumberjack with one less hit." -u/cewlio

Couldn't agree more, my take is that this buff is a step in the right direction.

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Sparky: The Ultimate Trashcan

-Usage: 1%

-Win-rate: 30%

Sparky is more of a meme than a dead card, but it isn't that bad regardless of it's current status, but with so many counters (rapidly increasing) it doesn't really find a welcoming place in many decks. I'm not sure if that reason warrants a buff, due to it being deadly when your opponent doesn't have a good counter to it, but any slight buff will help her.

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Suggestion: Range 4.5 Tiles -> 5.0 Tiles OR Initial Attack 66% Faster

The recent range bug(s) that came with the Balance Update were unintentional, and have now been reverted, but the Sparky range increase actually seemed like the perfect buff. The affect of this is that a Sparky would be able to eliminate the Electro Wizard before he get's his attack of, which I think is appropriate.

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The second buff is more of an improvement. When there is a massive push coming your way, the initial Sparky charge-up is absurdly long and a Zap will double that time to 8 seconds if timed right. I think a much quicker charge-up will take less time to react to and can really get that juicy first shot of.

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If you read this far, I commend you! Please leave an up-vote if you enjoyed, and a down-vote if you didn't! It took me around 2 hours to construct this mainly because I lost half of the post due to my Computer deciding to auto-update itself.

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I'm aware I left a lot of cards out, but that was mainly because I've been super busy today, so if this is well received I'd love to make another one. Have a good day! :)

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I appreciate and am open to any form of constructive criticism.

Edit 1: Thanks for the Silver :)

Edit 2: Some have recommended not to add the .1 second hit speed decrease to the Magic Archer, but I personally feel that it would be compensated for by removing the initial attack delay of .7 seconds.

Is not a secret that Brawl Stars is not being the super big success expected from a Supercell game.

I cannot talk in name of everyone... But in my case this is what happened to me to avoid that new game:

I feel that, over time, my experience with clash royale as a f2p player have worsen dramatically.
(examples: more and more op legendary cards are being added... New normal cards are just combination of existing cards... Free chests becoming useless as they are not increasing their content proporcionally to new cards added to the game.. Emotes ridiculous prices... Etc etc)

I keep playing CR because I have invested a lot of time on it...and is still fun... And because I have the hope that SC, someday, will give some love to f2p again.

I'm 100% sure that Brawl Stars must be a super fun game too. Looks nice and appealing. But... I just don't want to invest time, again, in a game made by SC. Why?
Because I think SC has changed a lot. When CR was launched I felt they understood the benefits of a great f2p experience with a massive player user base. But now my feeling is that they just want to increase short term monetization at any cost.

Hi Guys, I’m going to suggest something that hasn’t got anything to do with trades 😱

Is the Excitement of Chest openings fading with every new card that comes out? Have you noticed that the more cards there is - the less chance you have of hitting the ones you want?

My suggestion is - I think Supercell should bring a Chest deck out (like the emote deck), but this deck is to hide a total of 8 cards of your choice that you do not want to see in your chests, 2 of each rarity.

You select 2 commons, 2 rares, 2 epics and 2 legendaries. You can change these whenever you want. Once selected, you will not receive any of the cards in chests.

Just imagine it, a better hit ratio on chests without the need to give more cards out 👍🏻